Aside from new players (and trying to play Rifts), I've never seen anyone have a particularly difficult time with the combat options in Savage Worlds. It's not like most players are concerned with all the options from round-to-round.
https://silentmaskrpg.files.wordpress.com/2019/05/combat-survival-guide-swade-v5.pdf
The above PDF summarises just the basic combat options.
The below flowchart primarily summarises the combat resolution mechanic:
Combat in Savage Worlds is much, much quicker than it is in most other RPGs I play.
How can you say that?
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Firing a automatic bust in Star Wars Saga Edition: If your weapon is capable of autofire, you make a single attack roll (1d20+bonus) vs TN of 10 to hit an area of 4 squares. Every target in those squares takes half damage (if your attack roll is less than their Reflex defence) or full damage if the attack equals or exceeds their Reflex defence. You then roll damage, and subtract from HP.
One roll to hit on a d20+mods. One roll to damage. Done.
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Firing an automatic burst in SWADE: You check the ROF of your weapon (2-4 usually) and then roll 1 Shooting die for every single point of ROF (and a single Wild die, the latter of which can replace the roll of one of your Shooting die). All die can explode, and may trigger a raise if you roll 4 higher than your DC, adding +1d6 to the damage roll (or 'hitting innocent bystanders' on rolls of 1, and also with 1's on the Wild die and the Shooting die leading to a catastrophic failure of some kind.). You then roll damage (taking into account raises on those Shooting rolls) for each of those Shooting die that hit separately (on exploding dice), sum
that total, and then compare this total to a value equal to [your targets Toughness plus Armor,
less the AP value of the weapon you're shooting]. For every 4 full points left over, you cause a wound to your target.
Repeat this per shot in your burst that hit your target(s) (i.e. 2-4 times)
Your target(s) now may then roll to Soak those wounds, by rolling a Toughness die (and a Wild die) that explode, and taking the best result, with every 4 points reducing a wound.
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Mate, I know you love the system but those mechanics aren't even close to comparable, and I know which one is the more complex, time consuming, math heavy and a total pain to use.
The Savage Worlds rules for combat are stripped right from a 1980's or 90's fantasy (gun porn) heartbreaker. Weirdly super crunchy, hard to understand, mathy, and ultra-
simulationist... for a game that
elsewhere is incredibly
abstract, and easy to use and understand.
Its a jarring disconnect; it's almost like they slapped two totally different games together.